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[HoE] Re: MIRV ponderings



BD (and Steve) wrote:

> > Again, I think most of what John said is correct.  Nuke is an easy power
> to
> > restrict, for the reasons he and I both stated.  I don't think MIRV is
> quite
> > so easy without some revisions, and I tend to agree with the other
> gentleman
> > who noted that, pound-for-pound, it's far more "broken" than Nuke is.
>
> Agreed.  I mostly used Nuke as the example because it appeared in the main
> book.  Everyone is familiar with it.

You know, I thought the same thing about MIRV when I first read the description.
However, after watching it in action with our Doomsayer (who of course has 5d12 in
Faith), I've come to the conclusion that looks might be a tad bit deceiving in
this case. Atomic Blast might be a tad weak compared to Brain Blast, but 5 Atomic
Blasts for only 3 Strain appears to be somewhat "thrifty." However, after nearly a
solid year of play, I've yet to see a MIRV really shake me up--and it's the
Doomsayer's weapon of choice. 5d10, or 10d10, seems like a good-sized can of
whupass, but the real limiting factor is that each bolt does its damage
separately. So, the average MIRV does about 1 wound per hit--as long as the
Doomsayer has to choose his targets before rolling for the miracle, it doesn't
seem like a game breaker.

And, believe it or not, the 3 Strain is pretty stiff, unless the Doomsayer is
absolutely min/maxed.

Anyhow--that's my experience. YMMV.

Besides, I don't get the fascination with Doomsayers. I'm running a Syker now, and
I'm pretty darn sure they're the most versatile/powerful of the ABs myself.

John